TombEngine/TR5Main/Objects/Generic/Switches/underwater_switch.cpp

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#include "framework.h"
#include "control.h"
#include "input.h"
#include "lara.h"
#include "underwater_switch.h"
#include "newinv2.h"
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#include "Sound\sound.h"
#include "generic_switch.h"
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#include "camera.h"
#include "collide.h"
Merge branch 'master' into item_data # Conflicts: # TR5Main/Game/Lara/lara.cpp # TR5Main/Game/Lara/lara_collide.cpp # TR5Main/Game/Lara/lara_monkey.cpp # TR5Main/Game/Lara/lara_struct.h # TR5Main/Game/Lara/lara_tests.cpp # TR5Main/Game/collide.h # TR5Main/Game/control.h # TR5Main/Game/effect.h # TR5Main/Game/effect2.cpp # TR5Main/Game/flipeffect.cpp # TR5Main/Game/floordata.h # TR5Main/Game/hair.cpp # TR5Main/Game/health.cpp # TR5Main/Game/items.cpp # TR5Main/Game/newinv2.cpp # TR5Main/Game/spotcam.cpp # TR5Main/Objects/Effects/tr4_bubbles.cpp # TR5Main/Objects/TR1/Entity/tr1_ape.cpp # TR5Main/Objects/TR1/Entity/tr1_bigrat.cpp # TR5Main/Objects/TR1/Entity/tr1_doppelganger.cpp # TR5Main/Objects/TR2/Entity/tr2_birdmonster.cpp # TR5Main/Objects/TR2/Entity/tr2_shark.cpp # TR5Main/Objects/TR2/Entity/tr2_spider.cpp # TR5Main/Objects/TR2/Entity/tr2_yeti.cpp # TR5Main/Objects/TR3/Entity/tr3_fishemitter.cpp # TR5Main/Objects/TR3/Entity/tr3_flamethrower.cpp # TR5Main/Objects/TR3/Entity/tr3_monkey.cpp # TR5Main/Objects/TR3/Entity/tr3_raptor.cpp # TR5Main/Objects/TR3/Entity/tr3_scuba.cpp # TR5Main/Objects/TR3/Entity/tr3_trex.cpp # TR5Main/Objects/TR3/Vehicles/kayak.cpp # TR5Main/Objects/TR3/Vehicles/minecart.cpp # TR5Main/Objects/TR4/Entity/tr4_bat.cpp # TR5Main/Objects/TR4/Entity/tr4_big_beetle.cpp # TR5Main/Objects/TR4/Entity/tr4_bigscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_demigod.cpp # TR5Main/Objects/TR4/Entity/tr4_dog.cpp # TR5Main/Objects/TR4/Entity/tr4_hammerhead.cpp # TR5Main/Objects/TR4/Entity/tr4_harpy.cpp # TR5Main/Objects/TR4/Entity/tr4_mutant.cpp # TR5Main/Objects/TR4/Entity/tr4_smallscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_troops.cpp # TR5Main/Objects/TR4/Entity/tr4_wildboar.cpp # TR5Main/Objects/TR4/Trap/tr4_joby_spikes.cpp # TR5Main/Objects/TR4/Vehicles/motorbike.cpp # TR5Main/Objects/TR5/Entity/tr5_doberman.cpp # TR5Main/Objects/TR5/Entity/tr5_imp.cpp # TR5Main/Objects/TR5/Entity/tr5_larson.cpp # TR5Main/Objects/TR5/Entity/tr5_lion.cpp # TR5Main/Objects/TR5/Entity/tr5_reaper.cpp # TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp # TR5Main/Objects/TR5/Object/tr5_rollingball.cpp # TR5Main/Objects/TR5/Trap/tr5_fallingceiling.cpp # TR5Main/Renderer/Renderer11Draw2D.cpp # TR5Main/Specific/input.cpp # TR5Main/Specific/level.cpp # TR5Main/TombEngine.vcxproj.filters
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#include "level.h"
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namespace TEN::Entities::Switches
{
OBJECT_COLLISION_BOUNDS UnderwaterSwitchBounds =
{
-1024, 1024,
-1024, 1024,
-1024, 512,
-ANGLE(80), ANGLE(80),
-ANGLE(80), ANGLE(80),
-ANGLE(80), ANGLE(80)
};
PHD_VECTOR UnderwaterSwitchPos = { 0, 0, 108 };
OBJECT_COLLISION_BOUNDS CeilingUnderwaterSwitchBounds1 =
{
-256, 256,
-1280, -512,
-512, 0,
-ANGLE(80), ANGLE(80),
-ANGLE(80), ANGLE(80),
-ANGLE(80), ANGLE(80)
};
PHD_VECTOR CeilingUnderwaterSwitchPos1 = { 0, -736, -416 };
OBJECT_COLLISION_BOUNDS CeilingUnderwaterSwitchBounds2 =
{
-256, 256,
-1280, -512,
0, 512,
-ANGLE(80), ANGLE(80),
-ANGLE(80), ANGLE(80),
-ANGLE(80), ANGLE(80)
};
PHD_VECTOR CeilingUnderwaterSwitchPos2 = { 0, -736, 416 };
void UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (item->triggerFlags == 0)
{
WallUnderwaterSwitchCollision(itemNum, l, coll);
}
else
{
CeilingUnderwaterSwitchCollision(itemNum, l, coll);
}
}
void WallUnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (TrInput & IN_ACTION)
{
if (item->status == ITEM_NOT_ACTIVE
&& Lara.waterStatus == LW_UNDERWATER
&& !Lara.gunStatus
&& l->currentAnimState == LS_UNDERWATER_STOP)
{
if (TestLaraPosition(&UnderwaterSwitchBounds, item, l))
{
if (item->currentAnimState == SWITCH_ON
|| item->currentAnimState == SWITCH_OFF)
{
if (MoveLaraPosition(&UnderwaterSwitchPos, item, l))
{
l->fallspeed = 0;
l->goalAnimState = LS_SWITCH_DOWN;
do
{
AnimateLara(l);
} while (l->goalAnimState != LS_SWITCH_DOWN);
l->goalAnimState = LS_UNDERWATER_STOP;
Lara.gunStatus = LG_HANDS_BUSY;
item->goalAnimState = item->currentAnimState != SWITCH_ON;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
}
}
}
}
}
}
void CeilingUnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
int flag = 0;
if (TrInput & IN_ACTION
&& Lara.waterStatus == LW_UNDERWATER
&& l->currentAnimState == LS_UNDERWATER_STOP
&& l->animNumber == LA_UNDERWATER_IDLE
&& !Lara.gunStatus
&& (item->currentAnimState == SWITCH_OFF)
|| Lara.isMoving && Lara.interactedItem == itemNum)
{
if (TestLaraPosition(&CeilingUnderwaterSwitchBounds1, item, l))
{
if (MoveLaraPosition(&CeilingUnderwaterSwitchPos1, item, l))
flag = 1;
else
Lara.interactedItem = itemNum;
}
else
{
l->pos.yRot ^= 0x8000;
if (TestLaraPosition(&CeilingUnderwaterSwitchBounds2, item, l))
{
if (MoveLaraPosition(&CeilingUnderwaterSwitchPos2, item, l))
flag = 1;
else
Lara.interactedItem = itemNum;
}
l->pos.yRot ^= 0x8000;
}
if (flag)
{
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_UNDERWATER_CEILING_SWITCH_PULL;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
l->fallspeed = 0;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
item->goalAnimState = SWITCH_ON;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot + ANGLE(90));
ForcedFixedCamera.y = item->pos.yPos - 1024;
ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot + ANGLE(90));
ForcedFixedCamera.roomNumber = item->roomNumber;
}
}
}
}